I am a new player and over the last month I noticed a few things with Duelyst that seem like strange design decisions to me. I guess that it me missing something so in the spirit of learning maybe one of you can explain these things to me.
a. Why are all the games so short?
Games are very short with most of them already being finished by turn 9. All other TCGs I played so far had viable control decks and when competing against each other that were the times these games shined and best showed their strategic depths. These were the games that were interesting to watch as audience. Is Duelyst supposed to be like this? It seems this could be easily tweaked by raising the general’s health.
b. What is the purpose of the mana tiles?
All TCG already tend to snowball from the early game which is kinda bad for the game since that depends mostly on the starting hand which is determined by luck (assuming both players have decks with similar strong early game). In Duelyst having early game minions on the board allows you to snowball even faster since the minions can be used to collect the mana orbs which allows you to play strong minions ahead of curve. TCGs usually try to limit early game snowballing by including counterplays and comeback mechanics, the mana tiles in Duelyst do the opposite which seems counterproductive.
c. Why is the deck size 40 cards?
Most games end before turn 9. With replacing every turn I only draw through half my deck. Having a deck size of 30 with 2 copies max of each cards seems much more appropriate. That would make drawing key cards much more reliable and eliminate awkward hands like having 3 copies of the same card. It also would reduce deck costs by 33%.
d. Why can I hold only 6 cards?
This kinda invalidates the concept of card advantage for Duelyst since one cannot collect cards.
e. Why is there no casual mode?
Basic feature of TCG needed to test new decks and play creative fun decks.
f. Why Dr Kron?
Just kidding. Or am I?